We have a game for iOS (been out since Oct 2012) and finally decided to port to other platforms. We used Unity so the port is essentially updating our GUI to auto-adjust regardless of screen resolution. (Yes, I realize this would have been smart the first time we built the GUI!). We will also be refreshing the 3D art, adding particle effects, etc so it doesn't look outdated.

Our game is paid and I have no desire to switch to F2P because I don't want to revamp the game and I find waiting mechanics contrived. I also don't like ads because I don't like breaking immersion and most of what I hear is ads barely make money unless you have a very high volume of downloads. We're currently making between $25-$50 per month (at the $.99 price point) and over the life of the game we've sold a little under 2000 copies (all at $.99).

I'm not sure if the Google Play store is worth bothering with. From what I understand, people don't spend much money on paid apps and they will pirate them instead. Amazon's store, on the other hand, has no problem with people spending money but a much smaller customer base.

We have a game for iOS (been out since Oct 2012) and finally decided to port to other platforms. We used Unity so the port is essentially updating our GUI to auto-adjust regardless of screen resolution. (Yes, I realize this would have been smart the first time we built the GUI!). We will also be refreshing the 3D art, adding particle effects, etc so it doesn't look outdated.

Our game is paid and I have no desire to switch to F2P because I don't want to revamp the game and I find waiting mechanics contrived. I also don't like ads because I don't like breaking immersion and most of what I hear is ads barely make money unless you have a very high volume of downloads. We're currently making between $25-$50 per month (at the $.99 price point) and over the life of the game we've sold a little under 2000 copies (all at $.99).

I'm not sure if the Google Play store is worth bothering with. From what I understand, people don't spend much money on paid apps and they will pirate them instead. Amazon's store, on the other hand, has no problem with people spending money but a much smaller customer base.

Is this information outdated or am I correct?

Thanks!

There's not really any way to tell, other than trying it. For example, my rally game Get Gravel by far outperforms iOS in the Google Play Store. Amazon I have not found to be worthwhile... I had a game featured as the free app once and that meant I made a few hundred bucks the next day but other than that I make next to nothing on Amazon.

Unity makes it pretty easy, so you might as well deploy to as many stores as you can

So that is a should you port or not question. If you don't want too many users you shouldn't be making games lol

Heh, I think you misunderstand my concern. Since piracy is high on Android, I'm not sure most of my support efforts would go to paying customers and I have limited time for my game business as it is. Other than than I don't care about piracy, I highly doubt most of them would have purchased if piracy wasn't an option.

If you build an Android version, then you should release it on both stores.
I'm making 4 to 5 times more on Amazon store (more casual oriented) but I'm still very happy to make earning on Play too.

No idea where this is coming from: "the number of support requests for Android are significantly higher than iOS.". This must be some kind of urban legend

JC

Yeah, I'll go for both. The quote came from speaking with mobile developers at the GDC. Obviously only spoke to a small number of people (rather than this being a large poll) but all agreed with that statement and they were speaking from personal experience. <shrug>.

Heh, I think you misunderstand my concern. Since piracy is high on Android, I'm not sure most of my support efforts would go to paying customers and I have limited time for my game business as it is. Other than than I don't care about piracy, I highly doubt most of them would have purchased if piracy wasn't an option.

Piracy is high on all App Stores, not just Android (remember battle dungeon?). Piracy should not be a deciding factor on whether or not you port. Accessibility, the games virility and (if you're paying developers) the cost can be deciding factors, but piracy not.

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